Build a HTML5 game like “Ballz” using Phaser and ARCADE physics – adding and destroying blocks
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// the game itself
var game;
// global options
var gameOptions = {
// score panel height / game height
scorePanelHeight: 0.08,
// launch panel height / game height
launchPanelHeight: 0.18,
// ball size / game width
ballSize: 0.04,
// ball speed, in pixels/second
ballSpeed: 1000,
// block sports per line
blocksPerLine: 7,
// maximum amount of blocks per line
maxBlocksPerLine: 4
}
// when the window loads...
window.onload = function() {
// game creation
game = new Phaser.Game(640, 960, Phaser.CANVAS);
// add "PlayGame" state and execute it
game.state.add("PlayGame", playGame, true);
}
// "PlayGame" state
var playGame = function(){}
playGame.prototype = {
// when the state preloads
preload: function(){
// load graphic assets
game.load.image("ball", "ball.png");
game.load.image("panel", "panel.png");
game.load.image("trajectory", "trajectory.png");
game.load.image("block", "block.png");
},
// once the state has been created
create: function(){
// scale and background settings
game.scale.scaleMode = Phaser.ScaleManager.SHOW_ALL;
game.scale.pageAlignHorizontally = true;
game.scale.pageAlignVertically = true;
game.stage.backgroundColor = 0x202020;
// start ARCADE physics system
game.physics.startSystem(Phaser.Physics.ARCADE);
// place score panel
this.scorePanel = game.add.sprite(0, 0, "panel");
this.scorePanel.width = game.width;
this.scorePanel.height = Math.round(game.height * gameOptions.scorePanelHeight);
// enable ARCADE physics on score panel
game.physics.enable(this.scorePanel, Phaser.Physics.ARCADE);
// score panel will not move
this.scorePanel.body.immovable = true;
// place launch panel
this.launchPanel = game.add.sprite(0, game.height, "panel");
this.launchPanel.width = game.width;
this.launchPanel.height = Math.round(game.height * gameOptions.launchPanelHeight);
this.launchPanel.anchor.set(0, 1);
// enable ARCADE physics on launch panel
game.physics.enable(this.launchPanel, Phaser.Physics.ARCADE);
// launch panel will not move
this.launchPanel.body.immovable = true;
// place the ball
var ballSize = game.width * gameOptions.ballSize;
this.ball = game.add.sprite(game.width / 2, game.height - this.launchPanel.height - ballSize / 2, "ball");
this.ball.width = ballSize;
this.ball.height = ballSize;
this.ball.anchor.set(0.5);
// enable ARCADE physics on the ball
game.physics.enable(this.ball, Phaser.Physics.ARCADE);
// the ball will collide on bounds
this.ball.body.collideWorldBounds=true;
this.ball.body.bounce.set(1);
// place the trajectory
this.trajectory = game.add.sprite(this.ball.x, this.ball.y, "trajectory");
this.trajectory.anchor.set(0.5, 1);
this.trajectory.visible = false;
// wait for player input
game.input.onDown.add(this.aimBall, this);
game.input.onUp.add(this.shootBall, this);
game.input.addMoveCallback(this.adjustBall, this);
// the player is not aiming
this.aiming = false;
// the player is not shooting
this.shooting = false;
// add the group where all blocks will be placed
this.blockGroup = game.add.group();
// place a new line of boxes
this.placeLine();
},
placeLine: function(){
// determine block size
var blockSize = game.width / gameOptions.blocksPerLine;
// array of positions already picked up by a block
var placedBlocks = [];
// repeat "maxBlocksPerLine" times
for(var i = 0; i < gameOptions.maxBlocksPerLine; i++){
// choose a random position
var blockPosition = game.rnd.between(0, gameOptions.blocksPerLine - 1);
// if the random position is free...
if(placedBlocks.indexOf(blockPosition) == -1){
// insert the position into the array of already picked positions
placedBlocks.push(blockPosition);
// add the block
var block = game.add.sprite(blockPosition * blockSize + blockSize / 2, blockSize / 2 + game.height * gameOptions.scorePanelHeight, "block");
block.width = blockSize;
block.height = blockSize;
block.anchor.set(0.5);
// enable ARCADE physics on block
game.physics.enable(block, Phaser.Physics.ARCADE);
// block will not move
block.body.immovable = true;
// custom property. Block starts at row 1
block.row = 1;
// add block to block group
this.blockGroup.add(block);
}
}
},
aimBall: function(e){
// if the player is not shooting...
if(!this.shooting){
// the player is aiming
this.aiming = true;
}
},
adjustBall: function(e){
// if the player is aiming...
if(this.aiming){
// check distance between initial and current input position
var distX = e.position.x - e.positionDown.x;
var distY = e.position.y - e.positionDown.y;
// a vertical distance of at least 10 pixels is required
if(distY > 10){
// place the trajectory over the ball
this.trajectory.position.set(this.ball.x, this.ball.y);
// show trajectory
this.trajectory.visible = true;
// calculate direction
this.direction = Phaser.Math.angleBetween(e.position.x, e.position.y, e.positionDown.x, e.positionDown.y);
// adjust trajectory angle according to direction, in degrees
this.trajectory.angle = Phaser.Math.radToDeg(this.direction) + 90;
}
else{
// hide trajectory
this.trajectory.visible = false;
}
}
},
shootBall: function(){
// if the trajectory is visible...
if(this.trajectory.visible){
// get angle of fire in radians
var angleOfFire = Phaser.Math.degToRad(this.trajectory.angle - 90);
// set ball velocity
this.ball.body.velocity.set(gameOptions.ballSpeed * Math.cos(angleOfFire), gameOptions.ballSpeed * Math.sin(angleOfFire));
// the player is shooting!
this.shooting = true;
}
// do not aim anymore
this.aiming = false;
// do not show the trajectory anymore
this.trajectory.visible = false;
},
update: function(){
// if the player is shooting...
if(this.shooting){
// check for collision between the ball and the score panel. Just check and make it bounce
game.physics.arcade.collide(this.ball, this.scorePanel);
// check for collision between the ball and blockGroup children
game.physics.arcade.collide(this.ball, this.blockGroup, function(ball, block){
// destroy the block
block.destroy();
}, null, this);
// check for collision between the ball and the launch panel
game.physics.arcade.collide(this.ball, this.launchPanel, function(){
// stop the ball
this.ball.body.velocity.set(0);
// use a tween to scroll down blockGroup group
var scrollTween = game.add.tween(this.blockGroup).to({
y: this.blockGroup.y + game.width / gameOptions.blocksPerLine
}, 200, Phaser.Easing.Linear.None, true);
// once the tween is completed...
scrollTween.onComplete.add(function(){
// the player is not shooting
this.shooting = false;
// put the group in its original position
this.blockGroup.y = 0;
// loop through all blockGroup children
this.blockGroup.forEach(function(i){
// adjust vertical position
i.y += game.width / gameOptions.blocksPerLine;
// increment row property
i.row++;
// if a block is too close to the ball...
if(i.row == gameOptions.blocksPerLine){
// restart the gameOptions
game.state.start("PlayGame");
}
}, this);
// add a new line
this.placeLine();
}, this)
}, null, this);
}
}
}
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